Dooom is a Doom port for the Dingoo Native OS by the_wub, which itself is based mainly on the Chocolate Doom source port by Simon Howard.

Release notes:

Version 1.2 is only different by one line of code […] It changes how the save game folder is created and now does this using the name of the .wad or .txt file used to launch the game. This means you get a full amount of save slots for each game and don’t have to share with the underlying wad.

Dooom is a Doom port for the Dingoo Native OS by the_wub, which itself is based mainly on the Chocolate Doom source port by Simon Howard.

Release notes:

I’ve uploaded version 1.1 to the google code page. This version lets you put all your wads in the dooom folder with a separate command line file for each wad. The wad selector lets you select either a wad file or a command line file and I’ve changed the file format of the command line files to .txt to make editing easier with notepad!

The really important bit: You must also specify the wad needed for a total conversion or modded wad with the -iwad command line option.

You can save the command line file as anything you like .txt This is a lot easier to use now but I will have a look at getting it working with wads in separate folders with a proper savegame folder for each.

Dooom is a Doom port for the Dingoo Native OS by the_wub, which itself is based mainly on the Chocolate Doom source port by Simon Howard.

Changes:

– Removed my stupid music volume hack that prevented music from being completely muted.
– Fixed enemy AI problems and BFG ammo bug by adding back dehacked support.
– Added support for modified wads. If all you want to do is play the official wads then the app will work exactly as it did before (with all your wads in the Dooom folder). To run a modified wad or total conversion you will need to create a text file called “comline.wub” that contains the command line options needed. It is also best to make sure that the Dooom folder only contains the files needed for the wad you want to play. It *should* be possible to specify these details with the command line options but I haven’t been able to do so reliably yet. For example, Aliens TC needs these files: ALITCSF.WAD, ALITCSND.WAD, ALITCWAD.WAD, ATCUD19.DEH and DOOM.WAD
– The command line options to run the wad are: chocolate-doom -deh atcud19.deh -merge alitcsf.wad -file alitcsnd.wad alitcwad.wad – Copy/paste that line of text into a new notepad document and save it as “comline.wub” in the /GAME/DOOOM/ folder.
– When you launch the app you can select an over-clock value as before and then press START to launch the wad. More information on running some of the popular wads can be found here: http://www.chocolate-doom.org/wiki/index.php/Category:TCs
– The command line can also be used to launch an official wad with extra options like -nomonsters etc…

lion_rsm has been working hard to bring us an updated Dingoo Emulation Pack. All emulators included to run on native Dingoo without the need of modification or installing Dingux. News via Dingoonity-Board.

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MAME4ALL emulates multiple Arcade classics on Dingoo’s native OS. This update presented by Slaanesh comes after three years of waiting, so if you happen to have on of these obscure Dingoo’s at home… what you are waiting for?

The Last Mission Remake is a side-view arcade game without scrolling (viewpoint moves from screen to screen) with map of big dimensions. The game takes its inspiration from games such as Underwurlde and Starquake.

You control a tank-like robot which can be divided in two: you rotate caterpillar and head-cannon, and the head part can fly off on its own. However, the head can only survive separately for a short amount of time, and your restart position is dictated by the location of the body, even if the head has moved forward through further screens. Therefore, the difficulty of the game was in making it possible to advance with the assembled robot’s two parts. The original game was published by Operasoft in 1987 and is an almost exact replica of the self-booter PC version. The 4-color CGA graphics is retained but the sound is changed to adlib to give the game more MSX1/2 feel.

Changes:

+ rewrite a bit keypress routines
+ any key to exit demo mode
+ make elevators part of the game process, not a cutscene – make final cleanup
+ pause mode
+ fullscreen toggle for sdl (win32 and *nix)
+ rotating “the last mission” logo
+ showing big title picture

Dingoo Files

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